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#define RENDER_POINTS_USING_MESH
namespace UnityEditor
{
internal class CurveWrapper
{
private void DoIconAndName (Rect rect, AnimationWindowHierarchyNode node, bool selected, bool focused, float indent)
{
EditorGUIUtility.SetIconSize (new Vector2 (13, 13)); // If not set we see icons scaling down if text is being cropped
}
public void foo()
{
if (this)
{
if (b)
{
// Now draw
for (int i = 0; i < ticks.Length; i++)
{
ticksPos[i] /= axisUiScalars.y;
if (ticksPos[i] < vRangeMin || ticksPos[i] > vRangeMax)
continue;
Vector2 pos = DrawingToViewTransformPoint(new Vector2(0, ticksPos[i]));
// Important to take floor of positions of GUI stuff to get pixel correct alignment of
// stuff drawn with both GUI and Handles/GL. Otherwise things are off by one pixel half the time.
pos = new Vector2(pos.x, Mathf.Floor(pos.y));
float uiValue = ticks[i];
Rect labelRect;
if (settings.vTickStyle.centerLabel)
labelRect = new Rect(0, pos.y - 8, leftmargin - 4, 16); // text expands to the left starting from where grid starts (leftmargin size must ensure text is visible)
else
labelRect = new Rect(0, pos.y - 13, labelSize, 16); // text expands to the right starting from left side of window
GUI.Label(labelRect, uiValue.ToString(format) + settings.vTickStyle.unit, ms_Styles.labelTickMarksY);
}
}
}
// Cleanup
GUI.color = tempCol;
GUI.EndClip();
}
}
} // namespace
namespace UnityEditor
{
internal class TreeView
{
public System.Action<int[]> selectionChangedCallback { get; set; } // ids
public System.Action<int> itemDoubleClickedCallback { get; set; } // id
public System.Action<int[], bool> dragEndedCallback { get; set; } // dragged ids, if null then drag was not allowed, bool == true if dragging tree view items from own treeview, false if drag was started outside
public System.Action<int> contextClickItemCallback { get; set; } // clicked item id
}
}
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